Kobold

Level/Size/Type:Level 1 Small Humanoid
Climate/Terrain:Temperate swamps and plains, or subterranean
Frequency:Common
Organization:Tribe
Activity Cycle:Day
Diet:Carnivore
Treasure:
Number Appearing:2-8 (2d4) scouts, 6-36 (6d6) raiders, 30-180 (3d6 × 10) tribe
Hit Points:1d8 (4 hp), 0 regen × 3 rests
Threshold of Pain:2
Overwhelming Pain:3
Strike:+0 (+1 melee, +3 ranged, 0 magic)
Damage:+0 (0 melee, +2 ranged, -1 magic)
Defenses:17, Passive 13, Cel 14, Vgr 9, Spr 9
Defense Breakdown:+2 Agi, -1 Fort, +0 Will, +1 Natural Armor, +2 Leather, +1 Light Wooden Shield, +1 Size
Speed:20 feet
Initiative:1d6+5
Attributes:Str 0, Dex 2, Con 0, Int -1, Wis -1, Per -1
Attacks:Club +3 1d4+2 Standard 5 ft.
Shortbow +3 1d4+2 Swift 40 ft.
Sling +3 1d3+2 Fast 25 ft.
Sword, short +1 1d4 Standard
Special Qualities:Darkvision, 120 feet

Disappearance: Once per encounter, a Kobold may turn invisible for up to 10 TC. It may move and attack normally during this time. It can activate this ability at any time, even when it is not its turn.

Low-light vision

Combat

Kobolds employ ambushes and traps whenever possible, and rarely take the fight to their enemies' home ground. They are a cowardly race by nature and almost never fight unless they outnumber their opponents by at least two to one. If the fight seems to be turning against them, they will flee as quickly as possible, using their invisibility if they have not already done so.

Normally, kobolds will reserve their invisibility to escape rather than using it offensively, but if they believe they can make short work of their opponents, then they will turn invisible and attack from behind.

Habitat/Society

Most kobolds live in crude huts built from reeds and scrub brush, readily available in their swamps. Subterranean kobolds prefer cold, damp caves.